iOS Do iPhone need a different gui and graphics than Ipad apps?

Hitrate

macrumors 6502
Original poster
Mar 25, 2009
450
183
Copenhagen
Howdy folks,

So I have this awesome soundcard that I'd like to be able to use my adat/spdif input for recording audio on the camera app with. However, RME is not interested in the slightest, to port their mixer and settings that they've had for the iPad since 2012, to the iPhone under the guise that "Porting RME TotalMix FX for iPad to the iPhone needs a different gui, completely new graphics and adds to our testing and support. There is no 'iPhone community' that would pay for all this."

I find that quite laughable, given how big the iPhone community ie users are, and how many that do music of some sorts or want good audio inputs and outputs. This seems like more excuses than reality, so I'd like to know from the gurus in here: is it true, generally, with iPad designed apps, that they need completely new graphics, and a different gui, and seperate testing and support from the iPad? I'm not a programmer but you'd think they'd be pretty similar and thus not a huge task for such a well established company to embark on?
 

chrfr

macrumors G3
Jul 11, 2009
8,384
2,634
Howdy folks,

So I have this awesome soundcard that I'd like to be able to use my adat/spdif input for recording audio on the camera app with. However, RME is not interested in the slightest, to port their mixer and settings that they've had for the iPad since 2012, to the iPhone under the guise that "Porting RME TotalMix FX for iPad to the iPhone needs a different gui, completely new graphics and adds to our testing and support. There is no 'iPhone community' that would pay for all this."

I find that quite laughable, given how big the iPhone community ie users are, and how many that do music of some sorts or want good audio inputs and outputs. This seems like more excuses than reality, so I'd like to know from the gurus in here: is it true, generally, with iPad designed apps, that they need completely new graphics, and a different gui, and seperate testing and support from the iPad? I'm not a programmer but you'd think they'd be pretty similar and thus not a huge task for such a well established company to embark on?
The size of each device is, quite obviously, very different. There are virtually no apps that are the same between iPhone and iPad.
 

cmaier

macrumors G5
Jul 25, 2007
14,310
8,946
California
Howdy folks,

So I have this awesome soundcard that I'd like to be able to use my adat/spdif input for recording audio on the camera app with. However, RME is not interested in the slightest, to port their mixer and settings that they've had for the iPad since 2012, to the iPhone under the guise that "Porting RME TotalMix FX for iPad to the iPhone needs a different gui, completely new graphics and adds to our testing and support. There is no 'iPhone community' that would pay for all this."

I find that quite laughable, given how big the iPhone community ie users are, and how many that do music of some sorts or want good audio inputs and outputs. This seems like more excuses than reality, so I'd like to know from the gurus in here: is it true, generally, with iPad designed apps, that they need completely new graphics, and a different gui, and seperate testing and support from the iPad? I'm not a programmer but you'd think they'd be pretty similar and thus not a huge task for such a well established company to embark on?
well, they don’t necessarily NEED a new GUI, but simply shoving an iPad GUI onto an iPhone probably wouldn’t work very well. There would likely be too many controls and things to fit onto a screen at sizes that are reasonable, etc.
 

Hitrate

macrumors 6502
Original poster
Mar 25, 2009
450
183
Copenhagen
The size of each device is, quite obviously, very different. There are virtually no apps that are the same between iPhone and iPad.
Not much difference from mini to plus neither on resolution so I find it hard to believe and yes there are tons of apps that are the same. But anywho the topic has been shut down by the company cause they didn’t like me asking questions as to why they would neglect 2.2 billion users.
 

PhoneyDeveloper

macrumors 68040
Sep 2, 2008
3,114
93
Many apps can work on both size screens with only a little work. There is a kind of app though that is immersive and uses the full iPad screen and which would be difficult to build for the smaller screen. Looking at the screenshots on iTunes for this app I can see it's the second kind of app. All those dials probably can't be made smaller because you adjust them with your fingers. It wouldn't be possible to see the entire screen all at once. I'm sure they've thought about this but have already made up their minds.

You should get an iPad, if you don't already have one.
 
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cmaier

macrumors G5
Jul 25, 2007
14,310
8,946
California
In the end the developer is in a much better position than you are to know how much work is required and to know what the size of the potential market is. No point in second guessing.
 
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firewood

macrumors 604
Jul 29, 2003
7,641
873
Silicon Valley
If an iPad app has a lot of controls, then a completely new UI for the iPhone is often needed, otherwise the controls would be too small and close together to touch, text too small to read, etc. Often a lot of view controllers and other code has to be added to move all the needed controls to where there’s enough room. For some apps, this is a significant proportion of the total work creating an app.

Artwork that looks awful when scrunched might also have to be (the)done. Perhaps they paid a graphics artist a big fee for iPhone-only artwork, and don’t want to pay again.

On the other hand, an app with only a few controls and UI elements might be easy to port. But that app isn’t one of those.
 

dantastic

macrumors 6502a
Jan 21, 2011
569
645
Checked the app on the app store. That's a very busy UI.

OP, how do you propose they solve the problem of fitting all those controls on a smaller screen?
You have to keep in mind that if you enable iPhone support it will have to work on smaller screens too, like the iPhone 5 sized screens.
 

StellarVixen

macrumors 68020
Mar 1, 2018
2,195
3,549
Earth
When you do not adapt phone apps to tablet size, this is what you get.



vAYis.png


There is reason Apple always placed high importance on UI/UX.
 

Ubuntu

macrumors 68000
Jul 3, 2005
1,786
105
UK/US
Howdy folks,

So I have this awesome soundcard that I'd like to be able to use my adat/spdif input for recording audio on the camera app with. However, RME is not interested in the slightest, to port their mixer and settings that they've had for the iPad since 2012, to the iPhone under the guise that "Porting RME TotalMix FX for iPad to the iPhone needs a different gui, completely new graphics and adds to our testing and support. There is no 'iPhone community' that would pay for all this."

I find that quite laughable, given how big the iPhone community ie users are, and how many that do music of some sorts or want good audio inputs and outputs. This seems like more excuses than reality, so I'd like to know from the gurus in here: is it true, generally, with iPad designed apps, that they need completely new graphics, and a different gui, and seperate testing and support from the iPad? I'm not a programmer but you'd think they'd be pretty similar and thus not a huge task for such a well established company to embark on?
Yup, it's pretty much true. As cmaier mentioned, the actual developer in question will know best but generally speaking it's simple to just provide the minimum iPad support but it would be a terrible app (see the screenshot StellarVixen shared), to which their users would complain "Well why did you bother?!" So to make a good iPad app would indeed need a new design to make use of the extra space the iPad provides (including orientation, which is often not an issue when developing for the iPhone for most apps). This does also require a lot of testing as you would likely reuse a lot of the same components from the iPhone app in a different way, but ultimately the most important thing is they should only ship what they can maintain.
 

Hitrate

macrumors 6502
Original poster
Mar 25, 2009
450
183
Copenhagen
Checked the app on the app store. That's a very busy UI.

OP, how do you propose they solve the problem of fitting all those controls on a smaller screen?
You have to keep in mind that if you enable iPhone support it will have to work on smaller screens too, like the iPhone 5 sized screens.
Not really. Can and has been done by other companies, like Roland for instance. You basically have a perfect iPhone sized mixer that you could just scroll from right to left to reveal more tracks instead of displaying 3 rows of tracks like on the iPad. Anywho I get it, lazy programmers/company. I totally get it.